I have been making interactive software since I was in elementary school. Development of my software has exponentially increased in complexity overtime. Because of this I took a break for awhile in developing my own software. The pace of work seemed daunting to produce a modern video-game. Eventually getting a job at a professional software company I was able to see what a "real-world" day was like for a programmer, both first hand and second by the other development portions of the company. Experiencing this I left after finishing my project there to pursue a life of independent video game development. The interactive medium is quite exciting to me. I have devoted many off-hours into video games of all genres and genuinely enjoy observing the details in their art. This art being of all perceivable and hidden forms. Be it graphics, audio, or the engine gluing it all together I enjoy it all and critique it evenly. I am open to criticism about my development or others' games.

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So I have built a game engine, and I am working on building the game to go into that engine. These are exciting times, only problem is I have run out of money from working at a software company. So my pace is going to have to be slower than I desire while approaching the build of this game("Project Dane"). This slow state is hopefully going to be minimal, gotta find work. The next few days I will be unpacking from a recent move, and my spare time will be spent working on a platformer I thought might be cool as well as furthering development of toolkits for Project Dane(I want ease for myself and future modders to modify and construct content).

If the platformer seems to be worth my time I will make a game entry for it, but even so most of my interest is stuck on Project Dane. Releasing a small title is probably a good idea for an entry level into the market though, so this platformer has the potential to be a serious contender for my time. The next few hours of programming will tell.


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